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Crossword puzzle as a learning tool to enhance learning about anticoagulant therapeutics.
Bawazeer, Ghada; Sales, Ibrahim; Albogami, Huda; Aldemerdash, Ahmed; Mahmoud, Mansour; Aljohani, Majidah A; Alhammad, Abdullah.
Afiliação
  • Bawazeer G; Department of Clinical Pharmacy, College of Pharmacy, King Saud University, P.O. Box 89885, Riyadh, 11692, Saudi Arabia. gbawazeer@ksu.edu.sa.
  • Sales I; Department of Clinical Pharmacy, College of Pharmacy, King Saud University, P.O. Box 89885, Riyadh, 11692, Saudi Arabia.
  • Albogami H; Pharmaceutical Care Services, Ministry of National Guard Health Affairs, Riyadh, Saudi Arabia.
  • Aldemerdash A; Department of Clinical Pharmacy, College of Pharmacy, King Saud University, P.O. Box 89885, Riyadh, 11692, Saudi Arabia.
  • Mahmoud M; Department of Clinical and Hospital Pharmacy, College of Pharmacy, Taibah University, Al-Madinah Al-Munawarah, Saudi Arabia.
  • Aljohani MA; Pharmaceutical Care Division, King Saud Medical City, Riyadh, Saudi Arabia.
  • Alhammad A; Department of Clinical Pharmacy, College of Pharmacy, King Saud University, P.O. Box 89885, Riyadh, 11692, Saudi Arabia.
BMC Med Educ ; 22(1): 267, 2022 Apr 11.
Article em En | MEDLINE | ID: mdl-35410242
ABSTRACT

BACKGROUND:

Educational games make the learning process more enjoyable, fun, and create a competitive classroom environment that can positively affect learning. The purpose of this study was to evaluate pharmacy students' perceptions of crossword puzzles (CWPs) as a learning tool in the pharmacotherapy cardiovascular module focusing on anticoagulants' therapeutics and assessing if students' preference of learning style influenced their perception.

METHODS:

Clues for the puzzle were developed, validated, and piloted by course faculty. A free internet puzzle generator was used to create puzzles with 10 to 20 clues. Students were given 30 min to solve the puzzle following six hours of didactic lectures about the topic. An 8-item survey instrument and Pharmacists' Inventory of Learning Styles (PILS) questionnaire were administered to examine students' perceptions of the game and their learning style preference, respectively.

RESULTS:

Two hundred sixty-seven students participated in the activity from both undergraduate programs (BPharm and PharmD) over three consecutive course offerings. Most students expressed favorable perceptions of the puzzle. Female and BPharm students had significantly more favorable perceptions than male and PharmD students on several perception items. The dominant preferred learning style (PLS) was converger (35.6%), followed by assimilator (25.3%), while 15.1% had mixed learning styles. The study did not find a significant association between PLS and students' perceptions toward the CWP.

CONCLUSIONS:

The CWP game presented an innovative, creative, and easy active learning tool to enhance information recall, retention, and class engagement while accommodating all learning style preferences.
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Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Estudantes de Farmácia / Educação em Farmácia Limite: Female / Humans / Male Idioma: En Revista: BMC Med Educ Assunto da revista: EDUCACAO Ano de publicação: 2022 Tipo de documento: Article País de afiliação: Arábia Saudita

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Estudantes de Farmácia / Educação em Farmácia Limite: Female / Humans / Male Idioma: En Revista: BMC Med Educ Assunto da revista: EDUCACAO Ano de publicação: 2022 Tipo de documento: Article País de afiliação: Arábia Saudita